mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-14 13:50:04 +00:00
1c3686ca51
- fixing various race conditions throughout (usage of static vars, etc) - addition of a few lightweight mutexes (which are compiled out by default) - slight code rearrangement in discreteDynamicsWorld to facilitate multithreading - PoolAllocator::allocate() can now be called when pool is full without crashing (null pointer returned) - PoolAllocator allocate and freeMemory, are OPTIONALLY threadsafe (default is un-threadsafe) - CollisionDispatcher no longer checks if the pool allocator is full before calling allocate(), instead it just calls allocate() and checks if the return is null -- this avoids a race condition - SequentialImpulseConstraintSolver OPTIONALLY uses different logic in getOrInitSolverBody() to avoid a race condition with kinematic bodies - addition of 2 classes which together allow simulation islands to be run in parallel: - btSimulationIslandManagerMt - btDiscreteDynamicsWorldMt - MultiThreadedDemo example in the example browser demonstrating use of OpenMP, Microsoft PPL, and Intel TBB - use multithreading for other demos - benchmark demo: add parallel raycasting
462 lines
13 KiB
C++
462 lines
13 KiB
C++
#include "SimpleOpenGL2App.h"
|
|
#define USE_OPENGL2
|
|
#include "OpenGLInclude.h"
|
|
|
|
#include "Bullet3Common/b3Logging.h"//b3Assert?
|
|
#include "Bullet3Common/b3Scalar.h"
|
|
#include "Bullet3Common/b3AlignedObjectArray.h"
|
|
#include "Bullet3Common/b3Vector3.h"
|
|
#include "../CommonInterfaces/CommonRenderInterface.h"
|
|
#include "../OpenGLWindow/GLPrimitiveRenderer.h"
|
|
#include "stdlib.h"
|
|
#include "TwFonts.h"
|
|
#ifdef __APPLE__
|
|
#include "MacOpenGLWindow.h"
|
|
#else
|
|
|
|
|
|
//#include "GL/glew.h"
|
|
#ifdef _WIN32
|
|
#include "Win32OpenGLWindow.h"
|
|
#else
|
|
//let's cross the fingers it is Linux/X11
|
|
#include "X11OpenGLWindow.h"
|
|
#endif //_WIN32
|
|
#endif//__APPLE__
|
|
#include <stdio.h>
|
|
#include "../CommonInterfaces/CommonRenderInterface.h"
|
|
|
|
static SimpleOpenGL2App* gApp2=0;
|
|
|
|
static void Simple2ResizeCallback( float widthf, float heightf)
|
|
{
|
|
int width = (int)widthf;
|
|
int height = (int)heightf;
|
|
if (gApp2->m_renderer)
|
|
gApp2->m_renderer->resize(width,height);
|
|
//gApp2->m_renderer->setScreenSize(width,height);
|
|
|
|
}
|
|
|
|
static void Simple2KeyboardCallback(int key, int state)
|
|
{
|
|
if (key==B3G_ESCAPE && gApp2 && gApp2->m_window)
|
|
{
|
|
gApp2->m_window->setRequestExit();
|
|
} else
|
|
{
|
|
//gApp2->defaultKeyboardCallback(key,state);
|
|
}
|
|
}
|
|
|
|
void Simple2MouseButtonCallback( int button, int state, float x, float y)
|
|
{
|
|
gApp2->defaultMouseButtonCallback(button,state,x,y);
|
|
}
|
|
void Simple2MouseMoveCallback( float x, float y)
|
|
{
|
|
gApp2->defaultMouseMoveCallback(x,y);
|
|
}
|
|
|
|
void Simple2WheelCallback( float deltax, float deltay)
|
|
{
|
|
gApp2->defaultWheelCallback(deltax,deltay);
|
|
}
|
|
|
|
|
|
|
|
|
|
struct SimpleOpenGL2AppInternalData
|
|
{
|
|
GLuint m_fontTextureId;
|
|
GLuint m_largeFontTextureId;
|
|
|
|
};
|
|
static GLuint BindFont2(const CTexFont *_Font)
|
|
{
|
|
GLuint TexID = 0;
|
|
glGenTextures(1, &TexID);
|
|
glBindTexture(GL_TEXTURE_2D, TexID);
|
|
glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
|
|
glPixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE);
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
|
glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
|
|
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE , _Font->m_TexWidth, _Font->m_TexHeight, 0, GL_LUMINANCE , GL_UNSIGNED_BYTE, _Font->m_TexBytes);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_NEAREST);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_NEAREST);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
return TexID;
|
|
}
|
|
|
|
|
|
SimpleOpenGL2App::SimpleOpenGL2App(const char* title, int width, int height)
|
|
{
|
|
gApp2 = this;
|
|
m_data = new SimpleOpenGL2AppInternalData;
|
|
|
|
m_window = new b3gDefaultOpenGLWindow();
|
|
b3gWindowConstructionInfo ci;
|
|
ci.m_title = title;
|
|
ci.m_openglVersion = 2;
|
|
ci.m_width = width;
|
|
ci.m_height = height;
|
|
m_window->createWindow(ci);
|
|
|
|
m_window->setWindowTitle(title);
|
|
|
|
|
|
#ifndef __APPLE__
|
|
#ifndef _WIN32
|
|
//some Linux implementations need the 'glewExperimental' to be true
|
|
glewExperimental = GL_TRUE;
|
|
#endif
|
|
|
|
|
|
if (glewInit() != GLEW_OK)
|
|
{
|
|
b3Error("glewInit failed");
|
|
exit(1);
|
|
}
|
|
if (!GLEW_VERSION_2_1) // check that the machine supports the 2.1 API.
|
|
{
|
|
b3Error("GLEW_VERSION_2_1 needs to support 2_1");
|
|
exit(1); // or handle the error in a nicer way
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
TwGenerateDefaultFonts();
|
|
m_data->m_fontTextureId = BindFont2(g_DefaultNormalFont);
|
|
m_data->m_largeFontTextureId = BindFont2(g_DefaultLargeFont);
|
|
|
|
|
|
glGetError();//don't remove this call, it is needed for Ubuntu
|
|
glClearColor( m_backgroundColorRGB[0],
|
|
m_backgroundColorRGB[1],
|
|
m_backgroundColorRGB[2],
|
|
1.f);
|
|
|
|
|
|
b3Assert(glGetError() ==GL_NO_ERROR);
|
|
|
|
//m_primRenderer = new GLPrimitiveRenderer(width,height);
|
|
m_parameterInterface = 0;
|
|
|
|
b3Assert(glGetError() ==GL_NO_ERROR);
|
|
|
|
//m_instancingRenderer = new GLInstancingRenderer(128*1024,32*1024*1024);
|
|
//m_instancingRenderer->init();
|
|
//m_instancingRenderer->resize(width,height);
|
|
|
|
b3Assert(glGetError() ==GL_NO_ERROR);
|
|
|
|
//m_instancingRenderer->InitShaders();
|
|
|
|
m_window->setMouseMoveCallback(Simple2MouseMoveCallback);
|
|
m_window->setMouseButtonCallback(Simple2MouseButtonCallback);
|
|
m_window->setKeyboardCallback(Simple2KeyboardCallback);
|
|
m_window->setWheelCallback(Simple2WheelCallback);
|
|
m_window->setResizeCallback(Simple2ResizeCallback);
|
|
|
|
}
|
|
|
|
SimpleOpenGL2App::~SimpleOpenGL2App()
|
|
{
|
|
gApp2 = 0;
|
|
delete m_data;
|
|
}
|
|
|
|
void SimpleOpenGL2App::setBackgroundColor(float red, float green, float blue)
|
|
{
|
|
CommonGraphicsApp::setBackgroundColor(red,green,blue);
|
|
glClearColor(m_backgroundColorRGB[0],m_backgroundColorRGB[1],m_backgroundColorRGB[2],1.f);
|
|
}
|
|
|
|
void SimpleOpenGL2App::drawGrid(DrawGridData data)
|
|
{
|
|
int gridSize = data.gridSize;
|
|
float upOffset = data.upOffset;
|
|
int upAxis = data.upAxis;
|
|
float gridColor[4];
|
|
gridColor[0] = data.gridColor[0];
|
|
gridColor[1] = data.gridColor[1];
|
|
gridColor[2] = data.gridColor[2];
|
|
gridColor[3] = data.gridColor[3];
|
|
|
|
int sideAxis=-1;
|
|
int forwardAxis=-1;
|
|
|
|
switch (upAxis)
|
|
{
|
|
case 1:
|
|
forwardAxis=2;
|
|
sideAxis=0;
|
|
break;
|
|
case 2:
|
|
forwardAxis=1;
|
|
sideAxis=0;
|
|
break;
|
|
default:
|
|
b3Assert(0);
|
|
};
|
|
//b3Vector3 gridColor = b3MakeVector3(0.5,0.5,0.5);
|
|
|
|
b3AlignedObjectArray<unsigned int> indices;
|
|
b3AlignedObjectArray<b3Vector3> vertices;
|
|
int lineIndex=0;
|
|
for(int i=-gridSize;i<=gridSize;i++)
|
|
{
|
|
{
|
|
b3Assert(glGetError() ==GL_NO_ERROR);
|
|
b3Vector3 from = b3MakeVector3(0,0,0);
|
|
from[sideAxis] = float(i);
|
|
from[upAxis] = upOffset;
|
|
from[forwardAxis] = float(-gridSize);
|
|
b3Vector3 to=b3MakeVector3(0,0,0);
|
|
to[sideAxis] = float(i);
|
|
to[upAxis] = upOffset;
|
|
to[forwardAxis] = float(gridSize);
|
|
vertices.push_back(from);
|
|
indices.push_back(lineIndex++);
|
|
vertices.push_back(to);
|
|
indices.push_back(lineIndex++);
|
|
// m_renderer->drawLine(from,to,gridColor);
|
|
}
|
|
|
|
b3Assert(glGetError() ==GL_NO_ERROR);
|
|
{
|
|
|
|
b3Assert(glGetError() ==GL_NO_ERROR);
|
|
b3Vector3 from=b3MakeVector3(0,0,0);
|
|
from[sideAxis] = float(-gridSize);
|
|
from[upAxis] = upOffset;
|
|
from[forwardAxis] = float(i);
|
|
b3Vector3 to=b3MakeVector3(0,0,0);
|
|
to[sideAxis] = float(gridSize);
|
|
to[upAxis] = upOffset;
|
|
to[forwardAxis] = float(i);
|
|
vertices.push_back(from);
|
|
indices.push_back(lineIndex++);
|
|
vertices.push_back(to);
|
|
indices.push_back(lineIndex++);
|
|
// m_renderer->drawLine(from,to,gridColor);
|
|
}
|
|
|
|
}
|
|
|
|
|
|
m_renderer->drawLines(&vertices[0].x,
|
|
gridColor,
|
|
vertices.size(),sizeof(b3Vector3),&indices[0],indices.size(),1);
|
|
|
|
|
|
m_renderer->drawLine(b3MakeVector3(0,0,0),b3MakeVector3(1,0,0),b3MakeVector3(1,0,0),3);
|
|
m_renderer->drawLine(b3MakeVector3(0,0,0),b3MakeVector3(0,1,0),b3MakeVector3(0,1,0),3);
|
|
m_renderer->drawLine(b3MakeVector3(0,0,0),b3MakeVector3(0,0,1),b3MakeVector3(0,0,1),3);
|
|
|
|
// void GLInstancingRenderer::drawPoints(const float* positions, const float color[4], int numPoints, int pointStrideInBytes, float pointDrawSize)
|
|
|
|
//we don't use drawPoints because all points would have the same color
|
|
// b3Vector3 points[3] = { b3MakeVector3(1, 0, 0), b3MakeVector3(0, 1, 0), b3MakeVector3(0, 0, 1) };
|
|
// m_instancingRenderer->drawPoints(&points[0].x, b3MakeVector3(1, 0, 0), 3, sizeof(b3Vector3), 6);
|
|
}
|
|
void SimpleOpenGL2App::setUpAxis(int axis)
|
|
{
|
|
}
|
|
int SimpleOpenGL2App::getUpAxis() const
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
void SimpleOpenGL2App::swapBuffer()
|
|
{
|
|
m_window->endRendering();
|
|
m_window->startRendering();
|
|
|
|
}
|
|
void SimpleOpenGL2App::drawText( const char* txt, int posX, int posY, float size)
|
|
{
|
|
|
|
}
|
|
|
|
|
|
static void restoreOpenGLState()
|
|
{
|
|
|
|
|
|
glPopClientAttrib();
|
|
glPopAttrib();
|
|
|
|
|
|
|
|
}
|
|
|
|
static void saveOpenGLState(int screenWidth, int screenHeight)
|
|
{
|
|
glPushAttrib(GL_ALL_ATTRIB_BITS);
|
|
glPushClientAttrib(GL_CLIENT_ALL_ATTRIB_BITS);
|
|
|
|
|
|
|
|
glDisable(GL_TEXTURE_GEN_S);
|
|
glDisable(GL_TEXTURE_GEN_T);
|
|
glDisable(GL_TEXTURE_GEN_R);
|
|
|
|
glDisable(GL_LINE_SMOOTH);
|
|
// glDisable(GL_LINE_STIPPLE);
|
|
glDisable(GL_CULL_FACE);
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDisable(GL_LIGHTING);
|
|
glEnable(GL_BLEND);
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
}
|
|
|
|
void SimpleOpenGL2App::drawText3D( const char* txt, float worldPosX, float worldPosY, float worldPosZ, float size1)
|
|
{
|
|
saveOpenGLState(gApp2->m_renderer->getScreenWidth(),gApp2->m_renderer->getScreenHeight());
|
|
float viewMat[16];
|
|
float projMat[16];
|
|
CommonCameraInterface* cam = gApp2->m_renderer->getActiveCamera();
|
|
|
|
cam->getCameraViewMatrix(viewMat);
|
|
cam->getCameraProjectionMatrix(projMat);
|
|
|
|
|
|
float camPos[4];
|
|
cam->getCameraPosition(camPos);
|
|
//b3Vector3 cp= b3MakeVector3(camPos[0],camPos[2],camPos[1]);
|
|
// b3Vector3 p = b3MakeVector3(worldPosX,worldPosY,worldPosZ);
|
|
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
//glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
glAlphaFunc( GL_GREATER, 1.0f );
|
|
|
|
|
|
|
|
int viewport[4]={0,0,gApp2->m_renderer->getScreenWidth(),gApp2->m_renderer->getScreenHeight()};
|
|
|
|
float posX = 450.f;
|
|
float posY = 100.f;
|
|
float winx,winy, winz;
|
|
|
|
if (!projectWorldCoordToScreen(worldPosX, worldPosY, worldPosZ,viewMat,projMat,viewport,&winx, &winy, &winz))
|
|
{
|
|
return;
|
|
}
|
|
posX = winx;
|
|
posY = gApp2->m_renderer->getScreenHeight()/2+(gApp2->m_renderer->getScreenHeight()/2)-winy;
|
|
|
|
|
|
{
|
|
//float width = 0.f;
|
|
int pos=0;
|
|
//float color[]={0.2f,0.2,0.2f,1.f};
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glMatrixMode(GL_TEXTURE);
|
|
glLoadIdentity();
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D,m_data->m_largeFontTextureId);
|
|
|
|
glEnable(GL_TEXTURE_2D);//BindTexture
|
|
//float width = r.x;
|
|
//float extraSpacing = 0.;
|
|
|
|
float startX = posX;
|
|
float startY = posY-g_DefaultLargeFont->m_CharHeight*size1;
|
|
glEnable(GL_COLOR_MATERIAL);
|
|
|
|
while (txt[pos])
|
|
{
|
|
int c = txt[pos];
|
|
//r.h = g_DefaultNormalFont->m_CharHeight;
|
|
//r.w = g_DefaultNormalFont->m_CharWidth[c]+extraSpacing;
|
|
float endX = startX+g_DefaultLargeFont->m_CharWidth[c]*size1;
|
|
float endY = posY;
|
|
|
|
|
|
float currentColor[]={1.f,0.2,0.2f,1.f};
|
|
float u0 = g_DefaultLargeFont->m_CharU0[c];
|
|
float u1 = g_DefaultLargeFont->m_CharU1[c];
|
|
float v0 = g_DefaultLargeFont->m_CharV0[c];
|
|
float v1 = g_DefaultLargeFont->m_CharV1[c];
|
|
float color[4] = {currentColor[0],currentColor[1],currentColor[2],currentColor[3]};
|
|
float x0 = startX;
|
|
float x1 = endX;
|
|
float y0 = startY;
|
|
float y1 = endY;
|
|
int screenWidth = gApp2->m_renderer->getScreenWidth();
|
|
int screenHeight = gApp2->m_renderer->getScreenHeight();
|
|
|
|
|
|
|
|
float z = 2.f*winz-1.f;//*(far
|
|
/*float identity[16]={1,0,0,0,
|
|
0,1,0,0,
|
|
0,0,1,0,
|
|
0,0,0,1};
|
|
*/
|
|
PrimVertex vertexData[4] = {
|
|
{ PrimVec4(-1.f+2.f*x0/float(screenWidth), 1.f-2.f*y0/float(screenHeight), z, 1.f ), PrimVec4( color[0], color[1], color[2], color[3] ) ,PrimVec2(u0,v0)},
|
|
{ PrimVec4(-1.f+2.f*x0/float(screenWidth), 1.f-2.f*y1/float(screenHeight), z, 1.f ), PrimVec4( color[0], color[1], color[2], color[3] ) ,PrimVec2(u0,v1)},
|
|
{ PrimVec4( -1.f+2.f*x1/float(screenWidth), 1.f-2.f*y1/float(screenHeight), z, 1.f ), PrimVec4(color[0], color[1], color[2], color[3]) ,PrimVec2(u1,v1)},
|
|
{ PrimVec4( -1.f+2.f*x1/float(screenWidth), 1.f-2.f*y0/float(screenHeight), z, 1.f ), PrimVec4( color[0], color[1], color[2], color[3] ) ,PrimVec2(u1,v0)}
|
|
};
|
|
|
|
glBegin(GL_TRIANGLES);
|
|
//use red colored text for now
|
|
glColor4f(1,0,0,1);
|
|
|
|
float scaling = 1;
|
|
|
|
glTexCoord2f(vertexData[0].uv.p[0],vertexData[0].uv.p[1]);
|
|
glVertex3d(vertexData[0].position.p[0]*scaling, vertexData[0].position.p[1]*scaling,vertexData[0].position.p[2]*scaling);
|
|
glTexCoord2f(vertexData[1].uv.p[0],vertexData[1].uv.p[1]);
|
|
glVertex3d(vertexData[1].position.p[0]*scaling, vertexData[1].position.p[1]*scaling,vertexData[1].position.p[2]*scaling);
|
|
glTexCoord2f(vertexData[2].uv.p[0],vertexData[2].uv.p[1]);
|
|
glVertex3d(vertexData[2].position.p[0]*scaling, vertexData[2].position.p[1]*scaling,vertexData[2].position.p[2]*scaling);
|
|
|
|
glTexCoord2f(vertexData[0].uv.p[0],vertexData[0].uv.p[1]);
|
|
glVertex3d(vertexData[0].position.p[0]*scaling, vertexData[0].position.p[1]*scaling,vertexData[0].position.p[2]*scaling);
|
|
glTexCoord2f(vertexData[2].uv.p[0],vertexData[2].uv.p[1]);
|
|
glVertex3d(vertexData[2].position.p[0]*scaling, vertexData[2].position.p[1]*scaling,vertexData[2].position.p[2]*scaling);
|
|
glTexCoord2f(vertexData[3].uv.p[0],vertexData[3].uv.p[1]);
|
|
glVertex3d(vertexData[3].position.p[0]*scaling, vertexData[3].position.p[1]*scaling,vertexData[3].position.p[2]*scaling);
|
|
|
|
glEnd();
|
|
|
|
startX = endX;
|
|
pos++;
|
|
}
|
|
}
|
|
|
|
glBindTexture(GL_TEXTURE_2D,0);
|
|
glDisable(GL_BLEND);
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
restoreOpenGLState();
|
|
}
|
|
|
|
void SimpleOpenGL2App::registerGrid(int xres, int yres, float color0[4], float color1[4])
|
|
{
|
|
|
|
}
|
|
|